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3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| a736adaafb | |||
| 8e9359d6f8 | |||
| 7696271727 |
@@ -190,6 +190,7 @@ _label = NodePath("Label")
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_current = NodePath("Current")
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[node name="Label" type="Label" parent="StateMachineDebugger"]
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visible = false
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offset_left = -982.0
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offset_top = -497.0
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offset_right = -893.0
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@@ -197,6 +198,7 @@ offset_bottom = -474.0
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text = "Hello world"
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[node name="Current" type="Label" parent="StateMachineDebugger"]
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visible = false
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offset_left = 705.0
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offset_top = -495.0
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offset_right = 794.0
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@@ -307,6 +307,11 @@ public partial class FightHappening : Node
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HappeningData.enemyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
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HappeningData.fighterTurn.AddAsLast(fighter);
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}
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if (GD.RandRange(0, 2) != 0) // 2/3 chance for vesna to start
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{
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HappeningData.fighterTurn.SpinBack();
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}
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}
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private void ExecuteNextFighter()
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@@ -1,44 +1,36 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Babushka.scripts.CSharp.Common.Fight;
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using Babushka.scripts.CSharp.Common.Fight.ActionDetails;
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using Babushka.scripts.CSharp.Common.Minigame;
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using Godot;
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using static Babushka.scripts.CSharp.Common.Minigame.MinigameController.RegionTheme;
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namespace Babushka.scripts.CSharp.Common.Fight;
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public partial class FightMinigameHandler : Node
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{
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#region Shortcuts
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private FightWorld.FightHappeningData HappeningData =>
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FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
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private FightWorld.FightHappeningData HappeningData => FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
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#endregion
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[Export] private MinigameController _minigameController = null!;
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[Export] private MinigameController _minigameController;
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public void OnStateEnter(FightHappening.FightState to)
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{
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if (to != FightHappening.FightState.InputActionDetail) return;
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var currentDetail = HappeningData.actionStaging!.CurrentDetail();
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if (currentDetail is not MinigameActionDetail minigameDetail) return;
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var region1 = R(2, 4);
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var region2 = R([0, 1, 1, 2]);
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var region3 = R([7, 8, 9, 9]);
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var region4 = R([0, 1, 1, 2]);
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var region5 = R(2, 4);
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var region6 = R(4, 6);
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if(to!=FightHappening.FightState.InputActionDetail) return;
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var currentDetail = HappeningData.actionStaging!.CurrentDetail();
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if(currentDetail is not MinigameActionDetail minigameDetail) return;
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_minigameController.Run(new MinigameController.Builder<int>()
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.AddRegion(region1).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region1.ToString()).RegionWithTheme(Normal)
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.AddRegion(region2).RegionWithProportion(R(1, 1.8)).RegionWithText(region2.ToString()).RegionWithTheme(Bad)
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.AddRegion(region3).RegionWithProportion(R(0.3, 1)).RegionWithText(region3.ToString()).RegionWithTheme(VeryGood)
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.AddRegion(region4).RegionWithProportion(R(1, 1.8)).RegionWithText(region4.ToString()).RegionWithTheme(Bad)
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.AddRegion(region5).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region5.ToString()).RegionWithTheme(NormalAlt1)
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.AddRegion(region6).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region6.ToString()).RegionWithTheme(NormalAlt2)
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.AddRegion(4).RegionWithText("4").RegionWithTheme(MinigameController.RegionTheme.Normal)
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.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0").RegionWithTheme(MinigameController.RegionTheme.Bad)
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.AddRegion(8).RegionWithProportion(0.5f).RegionWithText("8").RegionWithTheme(MinigameController.RegionTheme.VeryGood)
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.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0").RegionWithTheme(MinigameController.RegionTheme.Bad)
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.AddRegion(3).RegionWithText("3").RegionWithTheme(MinigameController.RegionTheme.NormalAlt1)
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.AddRegion(5).RegionWithText("5").RegionWithTheme(MinigameController.RegionTheme.NormalAlt2)
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.WithHitCount(3)
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).ContinueWith(task =>
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{
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@@ -48,25 +40,4 @@ public partial class FightMinigameHandler : Node
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FightHappening.Instance.CallDeferred("DetailFilled");
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});
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}
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#region Utils
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// this is to make the minigame set up a bit less convoluted
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private static int R(int min, int max)
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{
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return GD.RandRange(min, max);
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}
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private static float R(double min, double max)
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{
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return (float)GD.RandRange(min, max);
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}
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private static int R(List<int> list)
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{
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return list[GD.RandRange(0, list.Count - 1)];
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}
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#endregion
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}
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}
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@@ -99,6 +99,23 @@ public class FighterTurn : IEnumerable<FightWorld.Fighter>
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return false;
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}
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/// <summary>
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/// Sets the current one back
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/// This is an expensive operation, because the entire data structure needs to be circled
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/// </summary>
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public void SpinBack()
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{
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if (_currentNode == null) return;
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var node = _currentNode;
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while (node.next != _currentNode)
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{
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node = node.next;
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}
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_currentNode = node;
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}
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public IEnumerator<FightWorld.Fighter> GetEnumerator()
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{
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if (_currentNode == null) return Enumerable.Empty<FightWorld.Fighter>().GetEnumerator();
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